A Guide to the 5e Warlock’s Eldritch Invocations (2024 Rules)
The Warlock’s invocations make them one of the most customizable 5e classes. Optimizing these abilities is paramount to creating a powerfully unique Warlock build.

Jason A. Engle - Wizards of the Coast - Markov Waltzer
Looking for the legacy version of this article based on the 2014 rules? Click here.
Table of Contents
What Are Warlock’s Eldritch Invocations?
In the new 2024 Player’s Handbook, Warlocks gain access to Eldritch Invocations at level 1. These powerful boons allow you to customize your Warlock’s abilities. Invocations usually come in the form of a passive ability, an activated ability that allows you to cast a low-level spell without burning a spell slot, or the ability to learn a non-Warlock spell and cast it with a Warlock spell slot.
Think of invocations as “Warlock-specific feats” that give each Warlock a unique flavor. You start with two at level 2 and gain more at levels 2, 5, 7, 9, 12, 15, and 18.
Big Changes from 2014 to 2024
The 2024 Player’s Handbook overhauled the Warlock’s Eldritch Invocations, making them more flexible and customizable. Pact Boons are now invocations, available at level 1 instead of level 3, and must be chosen alongside other invocations. Pact of the Blade specifically got a big buff and now lets Warlocks attack with their Charisma modifier, which dips into what the Hexblade subclass offered.
Cantrip-boosting invocations, like Agonizing Blast, now apply to any Warlock cantrip that deals damage, not just Eldritch Blast. Also, importantly, you can now switch invocations whenever you level up, which helps you adapt your Warlock’s needs to your campaigns.
Warlock’s Eldritch Invocations Ranked
This guide follows our class guide’s color ranking system. The color ranks and what they stand for can be seen below:
- Red: Weak, unlikely to contribute to your build
- Orange: Situationally good, but below average
- Green: A solid choice
- Blue: A great option worth considering
- Sky Blue: One of the best choices for optimization
Some Invocations require you to have a certain Pact Boon or Warlock level. The lists below separate the invocations by level, and other prerequisites are listed alongside the invocation in question, for example the Eldritch Smite invocation requires you to have taken the Pact of the Blade invocation.
No Level Restriction
- Armor of Shadows: Free Mage Armor on yourself without spending a spell slot. Solid defense if you lack better armor options.
- Eldritch Mind: Advantage on Concentration checks—vital for keeping up spells like Hex or Hypnotic Pattern. Good pick for any Warlock, but Blade Warlocks will usually go for War Caster for this ability plus some additional benefits.
- Pact of the Blade: Hexblade, who? This invocation takes the best parts of the old Hexblade subclass and gives them to any Warlocks that want to invest an invocation slot. Now, you can create a bond with a weapon, use Charisma for attack and damage rolls, and change damage type to Necrotic, Psychic, or Radiant. Great for melee Warlocks (and any other Charisma-based class that takes a one-level dip into Warlock).
- Pact of the Chain: Learn Find Familiar with expanded familiar options. The Imp (CR 1) is usually the best option because it has solid damage, shape-shifting, and the ability to turn itself invisible. Amazing option for just about any build.
- Pact of the Tome: Gain a Book of Shadows, allowing you to prepare three cantrips and, in the 2024 Player’s Handbook, 2 level 1 ritual spells. This definitely increases its value, especially because you can learn Find Familiar this way.
Level 2
- Agonizing Blast: (Warlock Cantrip that deals damage) You can apply your Charisma modifier to any damage-dealing Warlock cantrip. This is one of the best Invocations out there, and it now can apply to any damage-dealing Warlock cantrip. You can also take it multiple times if you want a variety of buffed cantrips. Massive boost for any Warlock build and is basically required because of how much damage it offers.
- Devil’s Sight: See normally in magical and nonmagical darkness, up to 120 feet. This famously combos well with the Darkness spell, though keep in mind this is also famously annoying for your party members who can’t see in magical darkness.
- Eldritch Spear: (Warlock Cantrip that deals damage) Increases a cantrip’s range by 30 feet × Warlock level. This could be fun if you want to be a cheesy, long-range spellcaster.
- Fiendish Vigor: Cast False Life on yourself without a slot and always max out the Temporary Hit Points, which is just another way to say “You get 8 Temporary Hit Points”. Great for early-game survivability, but good to swap out when more powerful options become available.
- Lessons of the First Ones: Gain an Origin feat. Repeatable to gain multiple feats—amazing flexibility and optimization tool.
- Mask of Many Faces: Cast Disguise Self at will. Superb for infiltration, deception, and roleplay-heavy campaigns. Works incredibly well with the Actor feat.
- Misty Visions: Cast Silent Image at will. Niche but great for creative players.
- Otherworldly Leap: Jump at will. Still very niche; skip unless mobility is central to your game.
- Repelling Blast: (Warlock Cantrip with an attack roll) Repeatable. Push targets hit by the cantrip 10 feet. Amazing battlefield control, perfect for pushing targets off ledges at range.
Level 5
- Ascendant Step: Self-Levitate at will—huge for mobility and kiting enemies. Solid control option, now properly gated to level 5.
- Eldritch Smite: (Pact of the Blade) Once per turn, add extra Force damage and Prone condition when you hit with a pact weapon, using a Pact slot. Still a Blade must-have.
- Gaze of Two Minds: Bonus Action to see through another creature’s senses. Maintainable with Bonus Actions. Not great, especially when Find Familiar already offers this.
- Gift of the Depths: Water Breathing once per Long Rest, permanent Swim Speed. Great in aquatic campaigns, situational otherwise.
- Investment of the Chain Master: (Pact of the Chain) Massive buff to your familiar—Bonus Action attacks, damage type swapping, Flying/Swim Speed, saving throw scaling, and damage resistance. Must-have for Chain Warlocks.
- Master of Myriad Forms: Cast Alter Self at will. Usually Mask of Many Faces is good enough if you’re looking to infiltrate.
- One with Shadows: Cast Invisibility on yourself in Dim Light or Darkness without a slot. Great for stealth, scouting, and ambushes. Situational but nice because sometimes you don’t need to cast Invisibility with a level 4 Pact Magic spell slot.
- Thirsting Blade (Pact of the Blade): Get a second attack with your pact weapon. Crucial for Blade Warlocks that want to focus on melee combat.
Level 7
- Whispers of the Grave: Speak with Dead at will. Perfect for intrigue, mystery, and investigation-focused campaigns.
Level 9
- Gift of the Protectors: (Pact of the Tome) Add allies’ names to your Book of Shadows; they drop to 1 HP when reduced to 0 once per Long Rest. Huge support tool and literal lifesaver.
- Visions of Distant Realms: Arcane Eye at will. If you’re looking to scout for your party, just grab Pact of the Chain for an invisible Imp that you can telepathically communicate with.
Level 12
- Devouring Blade: (Thirsting Blade) Adds a third attack when you attack with your pact weapon. Necessary damage scaling for Blade Warlocks.
- Lifedrinker: (Pact of the Blade) Once per turn, deal 1d6 extra Necrotic, Psychic, or Radiant damage, and spend a Hit Die to heal. Incredible mix of offense and sustain.
Level 15
- Witch Sight: Permanent 30 ft. Truesight. While each of Truesight’s aspects are situational, all of them combined make this a solid pick to deal with a number of pesky foes.